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Skip Navigation LinksContent>Magic>Magic Systems>Validus Familiaritas>Piedragemas>Powers
Piedragemas Gemstone Power Sets
Validus Familiaritas

Piedragemas

Piedragemas System Piedragemasi Piedragemas Variations
Gemstone Power Sets Piedragemasi Package Deals  
AMBER AMETHYST DIAMOND EMERALD
JASPER MOONSTONE ONYX OPAL
RUBY SAPPHIRE AGATE ALABASTER
AZURITE BLOODSTONE HOWLITE SPINEL
Piedragemasi believe that natural Gemstones have inherent powers that may be channeled by the properly attuned. Each of the Gemstone sets is associated with a particular application of Magic as indicated by the following chart.
BASIC GEMSTONE SETS
Piedragemas centers around ten basic power sets with abilities relevant to symbolic uses for various gemstones, summarized below:
AMBER: Magic pertaining to preventing movement. AMETHYST: Magic pertaining to teleportation.
DIAMOND: Magic pertaining to projecting planes of force. EMERALD: Magic pertaining to preventing Magic.
JASPER: Magic pertaining to health and healing. MOONSTONE Magic pertaining to alterations.
ONYX: Magic pertaining to occluding senses. OPAL: Magic pertaining to affecting Minds.
RUBY: Magic pertaining to projecting and manipulating force. SAPPHIRE: Magic pertaining to force barriers.
NOTE: Yes, I know Amber isn't actually a gemstone, thank you for the observation.
GEMSTONE POWERS
AMBER
7   Basic Inertia Field: Change Environment 1" radius, -4" of Running (14 Active Points); Extra Time (Full Phase, -1/2), OIF (Chunk of Amber; -1/2) 1
15   Advanced Inertia Field: Change Environment 4" radius, -6" of Running (30 Active Points); Extra Time (Full Phase, -1/2), OIF (Chunk of Amber; -1/2) 3
7   Basic Trap: Entangle 1d6, 2 DEF (15 Active Points); Extra Time (Full Phase, -1/2), OIF (Chunk of Amber; -1/2) 1
15   Advanced Trap: Entangle 2d6, 4 DEF (30 Active Points); Extra Time (Full Phase, -1/2), OIF (Chunk of Amber; -1/2) 3
22   Signature Stasis: Entangle 2d6, 3 DEF, Area Of Effect Nonselective (3" Radius; +3/4) (44 Active Points); Extra Time (Full Phase, -1/2), OIF (Chunk of Amber; -1/2) 4
AMETHYST
7   Basic Distance Warp: Teleportation 6", MegaScale (1" = 1 km; +1/4) (15 Active Points); OIF (Amethyst; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 1
15   Advanced Distance Warp: Teleportation 6", x2 Increased Mass, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1km (+1/4) (30 Active Points); OIF (Amethyst; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 3
7   Basic Local Warp: Teleportation 7" (14 Active Points); OIF (Amethyst; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Local Warp: Teleportation 15" (30 Active Points); OIF (Amethyst; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 3
18   Signature Warp Gate: Teleportation 6", Usable Simultaneously (up to 2 people at once; ; +1/2), Area Of Effect (One Hex; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1km (+1/4), Continuous (+1) (45 Active Points); OIF (Amethyst; -1/2), Gate (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 4
DIAMOND
7   Basic Cutting: Tunneling 1" through 4 DEF material (14 Active Points); OIF (Diamond; -1/2), Extra Time (Full Phase, -1/2) 1
14   Advanced Cutting: Tunneling 1" through 9 DEF material (29 Active Points); OIF (Diamond; -1/2), Extra Time (Full Phase, -1/2) 3
7   Basic Shards: Killing Attack - Ranged 1d6-1 (vs. PD), Explosion (Cone; -1 DC/2"; +1/2) (15 Active Points); OIF (Diamond; -1/2), No Range (-1/2) 1
15   Advanced Shards: Killing Attack - Ranged 1d6+1 (vs. PD), Explosion (Cone; -1 DC/2"; +1/2) (30 Active Points); OIF (Diamond; -1/2), No Range (-1/2) 3
22   Signature Shard Storm: Killing Attack - Ranged 2d6-1 (vs. PD), Personal Immunity (+1/4), Explosion (+1/2) (44 Active Points); OIF (Diamond; -1/2), No Range (-1/2) 4
EMERALD
7   Basic Deflection: Missile Deflection (Spell EBs & RKAs) (15 Active Points); OIF (Emerald; -1/2), Extra Time (Delayed Phase, -1/4), Costs END (Only Costs END to Activate; -1/4) 1
15   Advanced Deflection: Missile Deflection (Any Ranged Attack Spell), Trigger (Incoming Attack Spells or Other; +1/2) (30 Active Points); OIF (Emerald; -1/2), Extra Time (Delayed Phase, -1/4), Costs END (Only Costs END to Activate; -1/4) 3
7   Basic Dispel: Dispel 1d6, Any Magic One At A Time (+1/2), Cumulative (24576 points; +3 1/2) (15 Active Points); OIF (Emerald; -1/2), Extra Time (Full Phase, -1/2) 1
15   Advanced Dispel: Dispel 2d6, Any Magic One At A Time (+1/2), Cumulative (24576 points; +3 1/2) (30 Active Points); OIF (Emerald; -1/2), Extra Time (Full Phase, -1/2) 3
22   Signature Suppression: Suppress 4d6+1, Area Of Effect (2" Radius; +1) (44 Active Points); OIF (Emerald; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 4
JASPER
7   Basic Energation: Healing BODY 1d6, Explosion (+1/2) (15 Active Points); OIF (Jasper; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Energation: Healing BODY 2d6, Explosion (+1/2) (30 Active Points); OIF (Jasper; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 3
7   Basic Healing: Healing BODY 1 1/2d6 (15 Active Points); OIF (Jasper; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Healing: Healing BODY 3d6 (30 Active Points); OIF (Jasper; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 3
22   Signature Resurrection: Healing BODY 2 1/2d6, Resurrection (45 Active Points); OIF (Jasper; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 4
MOONSTONE
7   Basic Alteration: Major Transform 1d6 (Anything into Anything, GM's Discretion) (15 Active Points); OIF (Moonstone; -1/2), Extra Time (Full Phase, -1/2) 1
15   Advanced Alteration: Major Transform 2d6 (Anything into Anything, GM's Discretion) (30 Active Points); OIF (Moonstone; -1/2), Extra Time (Full Phase, -1/2) 3
7   Basic Glamour: Shape Shift (Sight Group, four (max) shapes) (15 Active Points); OIF (Moonstone; -1/2), Concentration (0 DCV; -1/2) 1
15   Advanced Glamour: Shape Shift (Sight Group, any shape) (30 Active Points); OIF (Moonstone; -1/2), Concentration (0 DCV; -1/2) 3
22   Signature Glamour: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, any shape), Makeover (44 Active Points); OIF (Moonstone; -1/2), Concentration (0 DCV; -1/2) 4
ONYX
7   Basic Gloom: Sight Group Flash 3d6 (15 Active Points); OIF (Onyx; -1/2), Extra Time (Full Phase, -1/2) 1
15   Advanced Gloom: Sight Group Flash 6d6 (30 Active Points); OIF (Onyx; -1/2), Extra Time (Full Phase, -1/2) 3
7   Basic Occlusion Field: Change Environment 1" radius, -3 to Sight Group PER Rolls, Personal Immunity (+1/4) (14 Active Points); Extra Time (Full Phase, -1/2), OIF (Onyx; -1/2) 1
15   Advanced Occlusion Field: Change Environment 4" radius, -4 to Sight Group PER Rolls, Personal Immunity (+1/4) (30 Active Points); Extra Time (Full Phase, -1/2), OIF (Onyx; -1/2) 3
22   Signature Gloom: Darkness to Sight, Hearing, Smell/Taste and Touch Groups and Spatial Awareness 1" radius, Personal Immunity (+1/4), Costs END Only To Activate (+1/4) (45 Active Points); OIF (Onyx; -1/2), No Range (-1/2) 4
OPAL
7   Basic Mind Probe: Telepathy 1d6 (Human class of minds), Cumulative (24 points; +1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (15 Active Points); OIF (Opal; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 1
15   Advanced Mind Probe: Telepathy 2d6 (Human class of minds), Cumulative (48 points; +1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (30 Active Points); OIF (Opal; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 3
7   Basic Mind Thrust: Ego Attack 1 1/2d6 (Human class of minds) (15 Active Points); OIF (Opal; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 1
15   Advanced Mind Thrust: Ego Attack 3d6 (Human class of minds) (30 Active Points); OIF (Opal; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 3
22   Signature Mind Control: Mind Control 3d6, Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (144 points; +1 1/4) (45 Active Points); OIF (Opal; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 4
RUBY
7   Basic Bolts: EB 3d6 (vs. ED) (15 Active Points); OIF (Ruby; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 1
15   Advanced Bolts: EB 6d6 (vs. ED) (30 Active Points); OIF (Ruby; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 3
7   Basic Force Manipulation: Telekinesis (3 STR), Fine Manipulation (15 Active Points); OIF (Ruby; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Force Manipulation: Telekinesis (13 STR), Fine Manipulation (30 Active Points); OIF (Ruby; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 3
22   Signature Force Manipulation: Telekinesis (30 STR) (45 Active Points); OIF (Ruby; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 4
SAPPHIRE
6   Basic Force Hedge: Entangle 1d6, 1 DEF (Larger Wall (+2")) (14 Active Points); Only To Form Barriers (-1), OIF (Sapphire; -1/2) 1
12   Advanced Force Hedge: Entangle 2d6, 3 DEF (Larger Wall (+2")) (29 Active Points); Only To Form Barriers (-1), OIF (Sapphire; -1/2) 3
7   Basic Force Shield: Force Field (6 PD/6 ED), Hardened (+1/4) (15 Active Points); OIF (Sapphire; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Force Shield: Force Field (10 PD/10 ED), Hardened (+1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points); OIF (Sapphire; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 1
21   Signature Force Barrier: Force Wall (9 ED; 2" long and 1" tall), Hardened (+1/4), Transparent PD (+1/2) (43 Active Points); OIF (Sapphire; -1/2), Extra Time (Full Phase, -1/2) 4
NOTE: The Cost column reveals the true Real Cost of these abilities and is intended simply to illustrate the correct normal write up of the Powers. Piedragemasi do not pay this cost; they purchase Familiarities for each ability instead, as explained in the Piedragemas System document.
EXPANDED GEMSTONE SETS
In addition to the ten basic Gemstones, and expanded selection of six additional Gemstone sets are provided.
GM's can use these extended sets in any way they see fit for their campaign. In some campaigns there may not be any distinction between them and the ten basic sets, in other campaigns they might represent specialized or niche sets not commonly known but learnable, in some other campaigns they might be regional variations (for instance perhaps in some regions Spinel replaces Ruby or Alabaster replaces Jasper), and in some other campaigns perhaps they are not allowed at all.
AGATE: Magic pertaining to assisting natural qualities. ALABASTER: Magic pertaining to protection of the mind and form.
AZURITE: Magic pertaining to granting great powers of perception. BLOODSTONE: Magic pertaining to chance.
HOWLITE: Magic pertaining to manipulating life energies. SPINEL: Magic pertaining to focused Force.
AGATE
7   Basic Acceleration: Succor 1 1/2d6, any Primary Characteristic one at a time (+1/4), Ranged (+1/2) (14 Active Points); OIF (Agate; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Acceleration: Succor 3d6, any Primary Characteristic one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Ranged (+1/2) (30 Active Points); OIF (Agate; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 1
7   Basic Boost: Aid any Primary Characteristic one at a time 1d6, Can Add Maximum Of 10 Points, any Primary Characteristic one at a time (+1/4) (15 Active Points); OIF (Agate; -1/2), Costs END to Activate (-1/4) 1
15   Advanced Boost: Aid any Primary Characteristic one at a time 2d6, Can Add Maximum Of 20 Points, any Primary Characteristic one at a time (+1/4) (30 Active Points); OIF (Agate; -1/2), Costs END to Activate (-1/4) 3
22   Signature Augmentation: Aid All Primaries Simultaneously 1d6, Can Add Maximum Of 12 Points, Ranged (+1/2), all Primary Characteristics simultaneously (+2) (45 Active Points); OIF (Agate; -1/2), Costs END to Activate (-1/4) 4
ALABASTER
7   Basic Clarity: +5 Mental Defense, Usable By Other (+1/4), Costs END Only To Activate (+1/4), Ranged (+1/2), No LOS Necessary (+1/2) (15 Active Points); OIF (Alabaster; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Nonpersistent (-1/4) 1
15   Advanced Clarity: +11 Mental Defense, Usable By Other (+1/4), Costs END Only To Activate (+1/4), Ranged (+1/2), No LOS Necessary (+1/2) (30 Active Points); OIF (Alabaster; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Nonpersistent (-1/4) 3
7   Basic Anchoring: Power Defense (6 points), Usable By Other (+1/4), Costs END Only To Activate (+1/4), No LOS Necessary (+1/2), Ranged (+1/2) (15 Active Points); OIF (Alabaster; -1/2), Nonpersistent (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) 1
15   Advanced Anchoring: Power Defense (11 points), Costs END Only To Activate (+1/4), Usable Simultaneously (up to 2 people at once; ; +1/2), No LOS Necessary (+1/2), Ranged (+1/2) (30 Active Points); OIF (Alabaster; -1/2), Nonpersistent (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) 3
22   Signature Personal Clarity: Force Field (10 Mental Defense/10 Power Defense), Costs END Only To Activate (+1/4), Hardened (+1/4), Invisible to Hearing, and Sight Groups (Visible to Magic; +3/4) (45 Active Points); OIF (Alabaster; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 4
AZURITE
7   Basic Search: Mind Scan 3d6 (Human class of minds) (15 Active Points); OIF (Azurite; -1/2), Concentration (0 DCV; -1/2) 1
15   Advanced Search: Mind Scan 6d6 (Human class of minds) (30 Active Points); OIF (Azurite; -1/2), Concentration (0 DCV; -1/2) 3
7   Basic Awareness: +5 PER with all Sense Groups (15 Active Points); OIF (Azurite; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4) 1
15   Advanced Awareness: +5 PER with all Sense Groups, Usable Simultaneously (up to 2 people at once; ; +1/2), No LOS Necessary (+1/2) (30 Active Points); OIF (Azurite; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4)   3
22   Signature Farsight: Clairsentience (Sight And Hearing Groups), x2 Range (400"), +5 to PER Roll, Mobile Perception Point (can move up to 6" per Phase) (45 Active Points); OIF (Azurite; -1/2), Concentration (0 DCV; -1/2) 4
BLOODSTONE
7   Basic Lucky Evasion: Force Field (2 PD/2 ED), Costs END Only To Activate (+1/4), Hardened (+1/4), Usable Simultaneously (up to 2 people at once; ; +1/2), Ranged (+1/2), No LOS Necessary (+1/2), Invisible to Hearing, and Sight Groups (Visible To Magic; +3/4) (15 Active Points); OIF (Bloodstone; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Lucky Evasion: Force Field (4 PD/4 ED), Costs END Only To Activate (+1/4), Hardened (+1/4), Usable Simultaneously (up to 2 people at once; ; +1/2), Ranged (+1/2), No LOS Necessary (+1/2), Invisible to Hearing, and Sight Groups (Visible To Magic; +3/4) (30 Active Points); OIF (Bloodstone; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 3
7   Basic Happenstance: Luck 3d6 (15 Active Points); OIF (Bloodstone; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) 1
15   Advanced Happenstance: Luck 6d6 (30 Active Points); OIF (Bloodstone; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) 3
22   Signature Lucky Shot: Find Weakness 14- with All Attacks (45 Active Points); OIF (Bloodstone; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 4
HOWLITE
7   Basic Tap: Drain END 1d6, Ranged (+1/2) (15 Active Points); OIF (Howlite; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Tap: Drain END 2d6, Ranged (+1/2) (30 Active Points); OIF (Howlite; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 3
7   Basic Malaise: Suppress STR 3d6 (15 Active Points); OIF (Howlite; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Malaise: Suppress STR 6d6 (30 Active Points); OIF (Howlite; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 3
22   Signature Siphon: Transfer 2d6 (standard effect: 6 points) (BODY to BODY), Ranged (+1/2) (45 Active Points); OIF (Howlite; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 4
SPINEL
7   Basic Ray: Killing Attack - Ranged 1d6 (vs. ED) (15 Active Points); OIF (Spinel; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Ray: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); OIF (Spinel; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 3
7   Basic Handray: Killing Attack - Hand-To-Hand +1d6 (vs. ED) (15 Active Points); OIF (Spinel; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 1
15   Advanced Handray: Killing Attack - Hand-To-Hand +2d6 (vs. ED) (30 Active Points); OIF (Spinel; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 3
22   Signature Ray Aura: Killing Attack - Ranged 1d6 (vs. ED), Costs END Only To Activate (+1/4), Damage Shield (Offensive; +3/4), Continuous (+1) (45 Active Points); OIF (Spinel; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) 4
NOTE: The Cost column reveals the true Real Cost of these abilities and is intended simply to illustrate the correct normal write up of the Powers. Piedragemasi do not pay this cost; they purchase Familiarities for each ability instead, as explained in the Piedragemas System document.